Solution to
#3 bug:
Open
zp50_gamemodes.sma
Find this line:
Quote:
// No players joined yet
if (GetAliveCount() <= 0)
return;
|
Change to:
Quote:
// No players joined yet
if (GetAliveCount() <= 0)
{
set_task(2.0, "choose_game_mode", TASK_GAMEMODE)
return;
}
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Solution to
#9 bug:
1. Fire
Open
zp50_grenade_fire.sma
add somewhere after #include lines this:
native zp_item_zombie_madness_get(id)
Search this line:
Quote:
// Burning Flames
public burning_flame(taskid)
{
|
Change
if ((flags & FL_INWATER) || g_BurningDuration[ID_BURN] < 1)
to
if ((flags & FL_INWATER) || g_BurningDuration[ID_BURN] < 1 || zp_item_zombie_madness_get(ID_BURN))
2. Frost
Open
zp50_grenade_frost.sma
After this line
Quote:
#define ID_FROST_REMOVE (taskid - TASK_FROST_REMOVE)
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add below:
Quote:
#define TASK_CHECK 300
#define ID_CHECK (taskid - TASK_CHECK)
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Change this:
Quote:
// Set a task to remove the freeze
set_task(get_pcvar_float(cvar_grenade_frost_d uration), "remove_freeze", victim+TASK_FROST_REMOVE)
|
to
Quote:
// Set a task to remove the freeze
set_task(get_pcvar_float(cvar_grenade_frost_d uration), "remove_freeze", victim+TASK_FROST_REMOVE)
// Task to check if madness bought
set_task(0.5, "check_freeze", victim+TASK_CHECK,_, _,"b" )
return true;
|
Search this line:
Before it add next function:
Quote:
// Remove freeze task
public check_freeze(taskid)
{
if(is_user_alive(ID_CHECK) && zp_item_zombie_madness_get(ID_CHECK))
{
// Remove freeze right away and stop the task
remove_freeze(ID_CHECK+TASK_FROST_REMOVE)
}
}
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And the last thing
Quote:
// Remove freeze task
public remove_freeze(taskid)
{
// Remove frozen flag
flag_unset(g_IsFrozen, ID_FROST_REMOVE)
|
=>
Quote:
// Remove freeze task
public remove_freeze(taskid)
{
// Remove check madness task
remove_task(ID_CHECK+TASK_CHECK)
// Remove frozen flag
flag_unset(g_IsFrozen, ID_FROST_REMOVE)
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How about other bugs, never happened to me...
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